//
//  CustomImageview.m
//  LuoGe
//
//  Created by 喻贵华 on 15/11/18.
//  Copyright © 2015年 喻贵华. All rights reserved.
//

#import "CustomImageview.h"
#import <CoreGraphics/CoreGraphics.h>
#import <QuartzCore/CoreAnimation.h>
//#import "ImageColorViewController.h"
//#import "UIView+UIView_Methods.h"

#import "DeviceCtrlVC_light.h"
//#import "DeviceLNLight.h"



#define SQR(x)			( (x) * (x) )
#define ToDeg(rad)		( (180.0 * (rad)) / M_PI )

@implementation CustomImageview
{
    UIImageView *pick;
}
@synthesize lastColor;
@synthesize pickedColorDelegate;
-(instancetype)initWithFrame:(CGRect)frame
{
    self=[super initWithFrame:frame];
    if (self) {
        
    }
    return self;
}
- (void) touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
    if (self.hidden==YES) {
        //color wheel is hidden, so don't handle  this as a color wheel event.
        [[self nextResponder] touchesEnded:touches withEvent:event];
        return;
    }
    
    UITouch* touch = [touches anyObject];
    CGPoint point = [touch locationInView:self]; //where image was tapped
    
    if (point.x > self.frame.size.width || point.x < 0) {
        return;
    }
    if (point.y > self.frame.size.height || point.y < 0) {
        return;
    }
    
    CGFloat percent = [self panGestureRecognized:point];
    
    CGFloat r = self.frame.size.width/2+60;
    
    CGFloat x1   =   self.center.x +    r  *   cos(2 * (percent - 0.25 ) *   M_PI   ) - self.frame.origin.x;
    CGFloat y1   =   self.center.y   +   r   *   sin(2 * (percent - 0.25)   *   M_PI   ) - self.frame.origin.y;
    
    self.lastColor = [self getPixelColorAtLocation:CGPointMake(x1, y1)];
    NSLog(@"color %@",lastColor);
    if ([pickedColorDelegate respondsToSelector:@selector(pickedColor:and:andpoint:andEnd:andPercent:)]) {
        [pickedColorDelegate pickedColor:(UIColor*)self.lastColor and:_rgb andpoint:point andEnd:YES andPercent:percent];
    }
}
-(void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
    UITouch* touch = [touches anyObject];
    CGPoint point = [touch locationInView:self]; //where image was tapped
    
    if (point.x > self.frame.size.width || point.x < 0) {
        return;
    }
    if (point.y > self.frame.size.height || point.y < 0) {
        return;
    }
    
    CGFloat percent = [self panGestureRecognized:point];
    
    CGFloat r = self.frame.size.width/2 - 20;
    
    CGFloat x1   =   self.center.x +    r  *   cos(2 * (percent - 0.25 ) *   M_PI   ) - self.frame.origin.x;
    CGFloat y1   =   self.center.y   +   r   *   sin(2 * (percent - 0.25)   *   M_PI   ) - self.frame.origin.y;
    
    self.lastColor = [self getPixelColorAtLocation:CGPointMake(x1, y1)];
    MAIN(^{
        pick.center=point;
        [self layoutSubviews];
    });
    
    if ([pickedColorDelegate respondsToSelector:@selector(pickedColor:and:andpoint:andEnd:andPercent:)]) {
        [pickedColorDelegate pickedColor:(UIColor*)self.lastColor and:_rgb andpoint:point andEnd:NO andPercent:percent];
    }
}

- (float)panGestureRecognized:(CGPoint)translation
{
    float deltaAngle = floor(AngleFromNorth(CGPointMake(self.frame.size.width/2, self.frame.size.height/2), translation, NO)) + 90.f;
    if (deltaAngle >= 360) {
        deltaAngle = deltaAngle - 360;
    }
    return deltaAngle/360.f;
}

static inline float AngleFromNorth(CGPoint p1, CGPoint p2, BOOL flipped) {
    CGPoint v = CGPointMake(p2.x-p1.x,p2.y-p1.y);
    float vmag = sqrt(SQR(v.x) + SQR(v.y)), result = 0;
    v.x /= vmag;
    v.y /= vmag;
    double radians = atan2(v.y,v.x);
    result = ToDeg(radians);
    return (result >=0  ? result : result + 360.0);
}

- (UIImage *)rn_screenshot {
    UIGraphicsBeginImageContext(self.bounds.size);
    [self.layer renderInContext:UIGraphicsGetCurrentContext()];
    UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    
    // helps w/ our colors when blurring
    // feel free to adjust jpeg quality (lower = higher perf)
    NSData *imageData = UIImageJPEGRepresentation(image, 0.5);
    image = [UIImage imageWithData:imageData];
    
    return image;
}
- (UIColor*) getPixelColorAtLocation:(CGPoint)point {
    if (point.x > self.frame.size.width || point.y > self.frame.size.height) {
        return self.lastColor;
    }
    UIColor* color = nil;
    CGImageRef inImage = [self rn_screenshot].CGImage;//self.image.CGImage;
    // Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa, Red, Green, Blue
    CGContextRef cgctx = [self createARGBBitmapContextFromImage:inImage];
    if (cgctx == NULL) { return nil; /* error */ }
    
    size_t w = CGImageGetWidth(inImage);
    size_t h = CGImageGetHeight(inImage);
    CGRect rect = {{0,0},{w,h}};
    
    // Draw the image to the bitmap context. Once we draw, the memory
    // allocated for the context for rendering will then contain the
    // raw image data in the specified color space.
    CGContextDrawImage(cgctx, rect, inImage);
    
    // Now we can get a pointer to the image data associated with the bitmap
    // context.
    unsigned char* data = CGBitmapContextGetData (cgctx);
    if (data != NULL) {
        //offset locates the pixel in the data from x,y.
        //4 for 4 bytes of data per pixel, w is width of one row of data.
        int offset = 4*((w*round(point.y))+round(point.x)); //4*((w*round(point.y+self.frame.size.height/2.f))+round(point.x+self.frame.size.width/2.f));// 4*((w*round(point.y))+round(point.x))
        int alpha =  data[offset];
        int red = data[offset+1];
        int green = data[offset+2];
        int blue = data[offset+3];
        self.total=red+green+blue;
        self.rgb=[NSString stringWithFormat:@"%d:%d:%d",red,green,blue];
        NSLog(@"offset: %i colors: RGB A %i %i %i  %i",offset,red,green,blue,alpha);
        color = [UIColor colorWithRed:(red/255.0f) green:(green/255.0f) blue:(blue/255.0f) alpha:(alpha/255.0f)];
    }
    
    // When finished, release the context
    CGContextRelease(cgctx);
    // Free image data memory for the context
    if (data) { free(data); }
    
    return color;
}



- (CGContextRef) createARGBBitmapContextFromImage:(CGImageRef) inImage {
    
    CGContextRef    context = NULL;
    CGColorSpaceRef colorSpace;
    void *          bitmapData;
    int             bitmapByteCount;
    int             bitmapBytesPerRow;
    
    // Get image width, height. We'll use the entire image.
    size_t pixelsWide = CGImageGetWidth(inImage);
    size_t pixelsHigh = CGImageGetHeight(inImage);
    
    // Declare the number of bytes per row. Each pixel in the bitmap in this
    // example is represented by 4 bytes; 8 bits each of red, green, blue, and
    // alpha.
    bitmapBytesPerRow   = (pixelsWide * 4);
    bitmapByteCount     = (bitmapBytesPerRow * pixelsHigh);
    
    // Use the generic RGB color space.
    colorSpace = CGColorSpaceCreateDeviceRGB();
    
    if (colorSpace == NULL)
    {
        fprintf(stderr, "Error allocating color space\n");
        return NULL;
    }
    
    // Allocate memory for image data. This is the destination in memory
    // where any drawing to the bitmap context will be rendered.
    bitmapData = malloc( bitmapByteCount );
    if (bitmapData == NULL)
    {
        fprintf (stderr, "Memory not allocated!");
        CGColorSpaceRelease( colorSpace );
        return NULL;
    }
    
    // Create the bitmap context. We want pre-multiplied ARGB, 8-bits
    // per component. Regardless of what the source image format is
    // (CMYK, Grayscale, and so on) it will be converted over to the format
    // specified here by CGBitmapContextCreate.
    context = CGBitmapContextCreate (bitmapData,
                                     pixelsWide,
                                     pixelsHigh,
                                     8,      // bits per component
                                     bitmapBytesPerRow,
                                     colorSpace,
                                     kCGImageAlphaPremultipliedFirst);
    if (context == NULL)
    {
        free (bitmapData);
        fprintf (stderr, "Context not created!");
    }
    
    // Make sure and release colorspace before returning
    CGColorSpaceRelease( colorSpace );
    
    return context;
}




@end
